Which published Wizards 4e adventures have you played?

Which of these adventures have you played/DMed?

  • Kobold Hall (DMG1)

    Votes: 24 37.5%
  • Keep on the Shadowfell (H1)

    Votes: 58 90.6%
  • Thunderspire Labyrinth (H2)

    Votes: 29 45.3%
  • Pyramid of Shadows (H3)

    Votes: 12 18.8%
  • King of the Trollhaunt Warrens (P1)

    Votes: 13 20.3%
  • Demon Queen's Enclave (P2)

    Votes: 1 1.6%
  • Assault on Nightwyrm Fortress (P3)

    Votes: 0 0.0%
  • Death's Reach (E1)

    Votes: 1 1.6%
  • Kingdom of the Ghouls (E2)

    Votes: 0 0.0%
  • Loudwater (FRCG)

    Votes: 6 9.4%
  • Sceptre Tower of Spellgard

    Votes: 9 14.1%
  • Mark of Prophecy (EBCS)

    Votes: 3 4.7%

I agree with many: too many combat encounters. Not enough other kinds of exploration/interaction.

Honestly, this isn't a new phenomonon in published adventures. But 4E (or I should say its designers) seems to want every encounter to have everything: multi oponent combat with involved terrain and probably some kind of trap.

But when every encounter tries to be everything...your going to end up with some nothing.






(of course, I have actually mostly enjoyed the few of these I have played/DMd in).
 

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Played? None. My group homebrews everything.

(Though now it's my turn to DM, I will admit I'm not above stealing an encounter or two from a published module)
 


Like many on here, pure combat grinding is not our style, so most of these adventures aren't out style. When we started Shadowfell, half the group hadn't played any roleplaying game of any sort before, and none of us had played 4E, so I pretty much let that play out without changing much. It unfortunately ended in a TPK during the final encounter, despite me heavily helping out the group, so they rerolled and we went into Thunderspire.

Thunderspire was a bit more fun, had some more roleplaying opportunities and while I didn't change much, I expanded a lot on the NPCs. Unfortunately, after the Horned Hold section, we didn't play for quite some time and ended up shelving that party and moving on to other things. Several months later we started a new campaign, homebrewed the first few quests, and ran a heavily modified version of Scepter Tower. I added a lot more roleplaying to it, cut out about 1/3 of the combat encounters, and altered a few areas. The group had a blast and despite the middling reviews the adventure got, it was probably the best published 4E adventure I've run.

After we finished Spellgard we ran through a few things of my own, to get them back in the non dungeon grind, pure roleplaying mindset. Finally, after discussing it with another player, I decided to drop them into Thunderspire (completely reflavored as a desert city with an egyptian themed labyrinth beneath), starting them off where their old group left off (with amusing rumors through the city of a terrorist group that slaughtered the poor inhabitants of Horned Hold). I take pride in the amount of reflavoring I've done, as half the group didn't recognize they were even in Thunderspire until half way in. Right now the group has just finished the Well of Demons, and is about to run through the final 3 encounters.

I've been setting up Pyramid of Shadows since back in Scepter Tower, so that will be where they go next. I have yet to read the quest cover to cover, so I'm not sure exactly what alterations I'll be making, but from what I hear I'll have to manually insert some roleplaying opportunities. I think from there I'll go back into a homebrew, as I, like some others on here it seems, was bored to tears by P1.
 

Ran Kobold Hall, played Into the Shadowhaunt (WWD&DD module) and Spellgard. Also played Hall of the Mountain King (G.G.).

With the exception of the (mercifully short) Kobolds, wasn't one of the above I was impressed with.
 

We're going through the big adventure path right now, and I largely agree with MerricB.

* Keep on the Shadowfell could have gone better, and the second time I started running it, it did. It has the seeds of a great adventure in it, but as-written it's not that awesome. There are a lot of problems with it, but it can be a great toolkit.

* Thunderspire Labyrinth was probably my favorite of the H-levels. The dungeon sections are generally fairly small, and the town has plenty of personalities to interact with. Overall, a strong, solid module with a ton of potential for future adventuring.

* Pyramid of Shadows looked like it would be awesome, but ended up disappointing. It's a big dungeon slog where everything tries to kill you, as written. :) Even with diplomacy, most of the various groups will still try to kill or betray you. It didn't have enough other stuff mixed in to make it as awesome as it could have been... Now, with that said, I think there were some incredible combat encounters... there were just too many of them.

* So far, I'm loving Trollhaunt Warrens. I do think the Great Warren seems a tad too big, and I feel a definite need to flesh out the Feywild a bit (or a lot) better. So far, the siege on Moonstair is one of my favorite parts. (Also, the party has its first recurring villains, so that's pretty awesome, too.) I made some early modifications to turn the whole scenario into Civilization vs. Savagery; the mayor is a retired paladin of Erathis, and the trolls are upset at what they perceive as humans encroaching on their ancestral lands. It adds a level to it that's more than Monsters vs. Humans. :)

That's it for me so far.

-O
 

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